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John2022

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  1. John2022

    Dune Cheats

    Long time since this thread starts. Happy somes continue it 😀 Too bad that some files, smiley are gones forever but you can retrieve some here https://web.archive.org/web/*/https://forum.dune2k.com/topic/20497-dune-cheats/
  2. John2022

    Dune Cheats

    This post was really painfull If you have question, I'll be glad to answer you. I don't break all the secret of these blocs, I planned to attach a mega-cheated savegame file, but, it'll break the interest of the game. So, if you want a Cresus, all sietch visible, max pop & max motivation, full of stuff troop & sietch and big dstance communication, just tell me, I 'll do it for you. I don't look for Charisma, but it'll not be very difficult I tink. I'm open to your suggestion or idea to enlarge this article. Cheers John2022
  3. John2022

    Dune Cheats

    Hi all! Yes Neil, here is one. One and a half years later. Here is my tuto to hex editing savegame file. Thanks to apologize my spells. English is not my natural tongue. HEXA CHEATS I've based my work on this wiki page found on www.wiki4game.com. Lots of useful infos & tips were found there: www.wiki4games.com/Dune#Hexadecimal_cheats ====================================================================== Preliminary notes: Repeat-byte [0xF7xxxx]. It's used to convert 3 minimum consequential and identical bytes. The game never use triple identical bytes (or more) as a result. Instead the soft use [0xF7] repeat byte. I've seen [0xF702XX] very rarely, a the beginning of the savegame file. Don't know if it's a repeat-byte... Ex: [0xF704C0] in the file means [0xC0C0C0C0] => (F7Repeat)(4Time)(ByteC4) [0xF764FF] ------------------>[0xFF.......98times.....FF] It's used in the file's frame many times. You 'll have to transcribe all the redundancies of 3+ bytes at the end of your changes before applying them and saving your work for better compatibility, but it's not required most of the time (for little editing). The method is really simple. For few bytes, like [x00000000000000000000], (00 X 10) bytes, you've to write "F70A00" instead of such expression. If you experience too more bytes that can't be counted manually, I advise you to copy/paste the sentence in Notepad++ or an HexEditor to do it for you (look in the status bar). Take care not to interpret a Repeat-F7 byte like a false-negative: [0x....8F720095...] => ...[0x8F]&[0x72]&[0x00]&[0x95]... There's no [0xF7] here. There's little exception[0xF701F7] means [0xF7] to avoid the deflating byte to be proceeded. And the [0xF70200] that haven't to be converted. ====================================================================== SIETCHES CHEATS Here is the Sietches structures in the savegame file (Cf.Attachments :DUNECD_Savefiles_Sietches.zip) that I posted. Sietches structure starts at offset d6038 and ends at offset d7701. The last bytes of the structure and the last sietch ends at offset d7727. This structures is [0xF7]deflating bytes free (Cf. upper). I've converted them into what it's represent. The only exception is the double "=" that I use in order to replace the [0xF701F7] to keep consistent layout. Addr.(dec) A B (6 bytes) C D E F (5 bytes) G H I J K (7 bytes) L Carthag (Atreides) d6038 0201 1519FCFFEB5C 20 00 10 FF00000000 01 06 00 00 00 01 00 00 00 00 00 00 Arrakeen (Harkonnen) d6062 0102 CF3AC2FF1111 30 43 00 FF00000000 23 10 00 00 00 00 01 01 01 00 00 00 Arrakeen-Tabr (Fort) d6088 0103 FE2ACAFFAA18 28 29 80 FF00000000 31 11 78 00 02 02 03 03 03 03 00 00 Arrakeen-Timin (Fort) d6114 0104 383ED0FF441F 2B 1E 80 FF00000000 33 11 64 00 02 03 03 03 03 03 00 00 Arrakeen-Tuek (Fort) d6139 0105 9627BDFFE00C 29 35 80 FF00000000 34 0E 7D 00 01 02 00 01 01 01 00 00 Arrakeen-Harg (Fort) d6166 0106 371BE0FF4D33 2D 24 80 FF00000000 10 1B C8 00 02 02 00 03 01 01 00 00 Arrakeen-Clam (Fort) d6556 0107 D026D5FF1325 2C 21 80 FF00000000 13 12 B4 00 02 03 03 03 02 00 00 00 Arrakeen-Tsymyn(Fort) d6583 0108 0A33D9FF252A 2E 1B 80 FF00000000 22 0E 2D 00 02 02 03 03 03 00 00 00 Arrakeen-Siet (Fort) d6610 0109 8916CFFF==1D 2A 27 80 FF00000000 14 13 8C 00 02 02 00 02 02 00 00 00 Arrakeen-Pyons (Village) d6639 010A 6C3CD8FFEA28 21 00 80 5000000000 1C 03 00 00 00 00 00 00 00 00 00 00 Carthag-Tabr d6659 0203 7031EBFF1F43 02 08 80 0400000000 2B 1A 78 00 00 00 00 00 00 00 00 00 Carthag-Timin d6680 0204 4E25FCFFFE5C 01 03 40 0000000000 03 13 3C 00 00 00 00 00 00 00 00 00 Carthag-Tuek d6701 0205 55260A00BB72 00 01 40 0000000000 04 1C 54 00 00 00 00 00 00 00 00 00 Carthag-Harg d6723 0206 0221EDFFFF45 03 02 40 0000000000 02 21 2D 00 00 00 00 00 00 00 00 00 Carthag-Clam d6745 0207 5D1106006B6C 00 00 80 3C00000000 08 14 8C 00 01 01 00 00 00 00 00 0A Tuono-Tabr d6770 0303 12330800B96F 08 05 E0 0200000000 24 2D 63 00 01 00 00 00 00 00 00 14 Tuono-Timin d6794 0304 9A3D1600F684 07 00 80 1100000000 2A 20 A0 00 01 00 00 00 00 00 00 00 Tuono-Tuek d6817 0305 2F4DFCFF3C5D 04 09 80 0400000000 26 2A B4 00 00 00 00 00 00 00 00 00 Tuono-Harg d6838 0306 553DEFFF2849 03 00 80 0C00000000 21 26 A0 00 02 00 00 00 00 00 00 00 Tuono-Clam d6861 0307 76460800D76F 06 00 80 1000000000 32 13 D2 00 01 02 03 00 00 00 00 00 Tuono-Pyons (Village) d6886 030A 7E500F00A07A 21 00 80 3800000000 1D 06 00 00 00 00 00 00 00 00 00 00 Habbanya-Tabr d6906 0403 C731300032A7 05 07 80 1400000000 2D 32 C8 00 01 00 00 00 00 00 00 00 Habbanya-Timin d6929 0404 472C1800C687 04 04 80 1400000000 05 14 AA 00 00 00 00 00 00 00 00 00 Habbanya-Tuek d6950 0405 B13123001E97 07 06 80 1400000000 19 3F F0 00 00 00 00 00 00 00 00 00 Habbanya-Clam d6997 0407 A1161B00F68B 03 00 80 1600000000 06 2C C8 00 01 03 00 01 00 00 00 00 Habbanya-Harg d6971 0406 D10F460075BB 09 0A A0 4800000000 16 8A F0 00 01 00 00 00 00 00 00 C8 Oxtyn-Tabr d7021 0503 ==DE17005687 05 00 80 4400000000 3B 46 B4 00 02 01 01 00 00 00 00 00 Oxtyn-Timin d7048 0504 52==1E006491 02 0B 80 4800000000 0F 35 A0 00 01 00 00 00 00 00 00 00 Oxtyn-Tuek d7073 0505 A8E60A00E373 05 0C 80 4800000000 17 2D 64 00 00 01 01 00 00 00 00 00 Oxtyn-Harg d7098 0506 A0020D001E77 07 00 80 2800000000 09 17 FA 00 01 01 05 00 00 00 00 00 Oxtyn-Pyons (Village) d7123 050A C1101200C57E 21 00 80 3800000000 07 05 00 00 00 00 00 00 00 00 00 00 Tsympo-Tabr (Fort) d7143 0603 F307D8FFA828 28 2C 80 FF00000000 12 27 96 00 02 03 00 03 00 00 00 00 Tsympo-Timin (Fort) d7169 0604 F0F0DDFF5C30 29 2F 80 FF00000000 11 3C 20 00 01 00 03 03 00 00 00 00 Tsympo-Tuek d7195 0605 C506EBFFE042 01 00 80 5000000000 0B 22 82 00 01 00 01 00 00 00 00 00 Tsympo-Harg d7220 0606 27E2F0FFA34B 00 0D 80 5000000000 3E 2F 78 00 00 00 01 00 00 00 00 00 Tsympo-Clam (Fort) d7245 0607 29F9CAFF7D19 2A 32 80 FF00000000 18 22 B4 00 02 02 02 02 02 00 00 00 Tsympo-Tsymyn d7270 0608 84F6EBFF4244 06 00 80 3C00000000 0C 26 B4 00 01 01 00 02 01 00 00 00 Tsympo-Siet (Fort) d7297 0609 4618C4FFBE12 2B 34 80 FF00000000 1A 0F D2 00 02 02 01 01 01 00 00 00 Tsympo-Pyons (Village) d7324 060A FAF0F5FF5F53 21 00 80 4700000000 0D 03 00 00 00 00 00 00 00 00 00 00 Tsympo-Pyort (Fort) d7344 060B CC0CB7FF9208 2C 36 80 FF00000000 15 13 78 00 00 00 01 01 01 00 00 00 Bledan-Tabr (Fort) d7371 0703 00E0C1FFBD10 2D 37 80 FF00000000 47 18 FA 00 00 00 02 02 00 00 00 00 Bledan-Timin (Fort) d7397 0704 E3D8D0FFF21F 2E 39 80 FF00000000 37 12 B4 00 00 00 01 01 00 00 00 00 Bledan-Tuek (Fort) d7433 0705 4FADC3FF5912 2F 3B 80 FF00000000 46 20 78 00 00 00 01 01 00 00 00 00 Bledan-Harg (Fort) d7449 0706 6CC5C5FF4A14 28 3A 80 FF00000000 3C 15 C8 00 00 00 01 01 00 00 00 00 Ergsun-Tabr d7475 0803 61B8DCFFBA2E 07 11 A0 2C00000000 4A 14 96 00 01 01 00 00 00 00 00 50 Ergsun-Timin d7500 0804 7FC4E8FF8E3F 04 0F 80 2800000000 38 35 6E 00 00 00 01 00 00 00 00 00 Ergsun-Tuek d7525 0805 7496DEFF3B31 05 10 80 2C00000000 41 25 3C 00 00 00 00 00 00 00 00 00 Ergsun-Harg d7546 0806 C6A7E2FFD236 06 12 80 2C00000000 3A 0E B4 00 01 00 01 00 00 00 00 00 Ergsun-Clam d7571 0807 70B1EBFFDC43 01 0E 80 2C00000000 48 30 96 00 00 00 01 00 00 00 00 00 Ergsun-Tsymyn d7596 0808 F1AAD5FFB325 00 00 80 2C00000000 3F 23 A0 00 00 00 01 00 00 00 00 00 Haga-Tabr d7621 0903 E26AF1FF744C 0B 13 A0 5A00000000 1B 24 AA 00 00 00 01 00 00 00 00 28 Haga-Timin d7647 0904 3285F6FF4554 0A 14 A0 5A00000000 20 47 D2 00 00 00 00 00 00 00 00 0A Haga-Tuek (Fort) d7669 0905 0070E1FF2235 29 42 80 FF00000000 29 2C C3 00 01 01 00 01 01 00 00 00 Haga-Harg (Fort) d7696 0906 185CDAFFA22B 2A 3F 80 FF00000000 27 2D F0 00 02 02 02 02 02 00 00 00 Haga-Clam (Fort) d7721 0907 E368D0FF741F 2B 3E 80 FF00000000 2C 1C C8 00 01 01 00 01 01 01 00 00 Haga-Tsymyn (Fort) d7748 0908 1467C3FF1B12 2C 3D 80 FF00000000 1F 33 D2 00 02 01 01 01 01 01 00 00 Haga-Siet (Fort) d7772 0909 BE7CC5FF0714 2D 3C 80 FF00000000 36 23 32 00 01 00 00 01 00 00 00 00 Haga-Pyons (Village) d7798 090A 0383DDFFCA2F 21 00 80 5A00000000 1E 08 00 00 00 00 00 00 00 00 00 00 Cielago-Tabr d7819 0A03 B5750500796B 03 00 80 5A00000000 2F 67 E6 00 00 00 00 00 00 00 00 00 Cielago-Timin d7840 0A04 95940200FF66 0D 00 A0 5A00000000 28 35 C8 00 00 00 00 00 00 00 00 A0 Sihaya-Tabr d7862 0B03 4C9118005888 08 17 A0 5800000000 3D 5E AA 00 00 00 01 00 00 00 00 64 Sihaya-Timin d7888 0B04 F3BC2F00ADA6 0A 19 A0 5800000000 39 2D C8 00 00 00 00 00 00 00 00 C8 Sihaya-Tuek d7910 0B05 DFC71600C085 10 00 A0 5500000000 40 5A 8C 00 00 00 00 00 00 00 00 6E Sihaya-Harg d7932 0B06 A2BB1F007292 0B 18 A0 5800000000 49 36 AA 00 00 00 00 00 00 00 00 69 Sihaya-Clam d7954 0B07 DECEF9FF5A59 03 00 A0 2800000000 45 31 8C 00 00 00 00 00 00 00 00 78 Sihaya-Pyons (Village) d7976 0B0A F0B2F5FF0053 21 00 80 5800000000 44 07 00 00 00 00 00 00 00 00 00 00 Celimyn-Tabr d7628 0C03 B65D2400AB98 0E 15 A0 5A00000000 4C 1C AA 00 00 00 01 00 00 00 00 64 Celimyn-Timin d7654 0C04 9371310098A8 0F 16 A0 5800000000 25 5B F0 00 00 00 00 00 00 00 00 C8 Celimyn-Tuek d7676 0C05 F6412700689C 03 00 80 FF00000000 35 26 8C 00 01 01 03 00 00 00 00 00 Celimyn-Harg d7701 0C06 00C047009DBC 0C 1A A0 FF00000000 43 56 F0 00 00 00 02 01 00 00 00 96 Addr.(dec) A B (6 bytes) C D E F (5 bytes) G H I J K (7 bytes) L Descriptions of the columns: A: [Firstname]+[Lastname] (2 bytes) B: [GPS Location] +2 unknown bytes (6 bytes total) C: [Appearance] (1 byte) D: [Housed Troop ID] (1 byte) E: [status] (1 byte) F: 5 unknown bytes G: [spice field ID] (1 byte) H: 1 unknown byte I: [spice density] (1 byte) J: 1 unknown byte K: [Harvesters] & [Ornithopters] & [Knives] & [Guns] & [Weird.mod] & [Atomics] & [bulbs] (1 byte each. 7 bytes total) L: [Water] (1 byte) A: [Firstname]+[Lastname] B: [GPS Location] Don't really know what this mean but it seem to be a localization system. We find the same 4 bytes in the troops bloc which stay in this sietch. C:[Appearance] Appearance of sietches interior (HAVE TO BE CONFIRMED). D: [Housed Troop ID] Troop which are living/posted in the sietch/fort at the beginning. Refer to the Troop section and *.ods file for more informations.Sietch inventory & troops features v0.1.zip Some sietch haven't got troop, but, in the Harkonnens forts, there are more than one troop posted there. It's noticed in the structures of the troop section of the savegame file. We can know by this way, which troop come after in the place. E: [status] This value is a bitflag (here listed as decimal values [hexadecimal value]) where: 0 [0x00] = visible sietch/village/palace 1 [0x01] = vegetation present (no more spice mining possible) 2 [0x02] = in battle 4 [0x04] = ? 8 [0x08] = ? 16 [0x10] = see the inventory of the sietch 32 [0x20] = wind-trap constructed 64 [0x40] = area of sietch has been prospected 128 [0x80] = sietch has not been discovered 160 [0xA0] = sietch with wind-trap wich has not been discovered 224 [0xE0] = Tuono-Tabr before stillsuit mission --> Hidden + Wind-Trap + Prospected A sietch wich has been prospected, visited (inventory visible), and wind-trap constructed will have the [statut] byte : [0x10]+[0x20]+[0x40]=[0x70] The bitflag [0x80/0x40/0x10] are pretty useful ;) Maybe can we refill spice area by changing the [0x01] and the I column? G: [spice field ID] Not studied... Are present, bytes between 0[0x00] & 76[0x4C]; except [0x0A],[0x0E],[0x2E],[0x30],[0x42]&[0x4B]. Same trip as multi primary troop? I: [spice density] Spice density in the relevant area. A picture will be more expressive. Values between 0[0x00] et 250[0xFA] in gamefile. 0[0x00] for villages & palaces: zipped by the repeat-byte [0xF7], the unknown byte and inventory's ones. K: Inventory Pretty simple here. Just convert in hexadecimal the desired amounts of stuff you want to get in the concerned sietch and replace associated bytes in the siecth bloc. Ex: Tuono-Tuek Adress d6817: [0x03052F4DFCFF3C5D0409800400000000262AB4000F00000000190000] I add 15 Harvesters & 25 Atomics weapons. L: [Water] Water supply amount (w/wo wind-trap). It's time now for a little practice: I write this completly from nothing. No idea what it could turn. Admitting we want to make an invisible sietch to be visible to the map. Ergsun-Timin for exemple. Based on its name, we found in the table that its [Firstname]+[Lastname] is coded 0804. So, open your savegame in your hex editor and find all occurrences of the short byte[0x0804]. In the earlier savegame file, there's only one offset. We are lucky. So find now the second sietch in the list ([0x0805]) -in other words, the stop position- and copy all the bytes of Ergsun-Timin sietch in a text editor like this: [0x08047FC4E8FF8E3F040F8028F7040038356EF7030001F70500] Look for the deflating byte. To avoid the false [0xF7], your could spaced all binomial. Counting seriously will make the deal. Transform the deflating byte to real form. If it was well done, you 'll have 28 bytes to study and to modify. If not, try to see if there's no [0xF701F7] (See Preliminary notes). In my savefile I had this: [0x08047FC4E8FF8E3F040F80280000000038356E000000010000000000] Now find the [status] byte at position number 11. There's a [0x80]. The table tells that 'sietch has not been discovered'. Let's modify this . Enter [0x10] (visited) or [0x40] (prospectead). No need to add deflating byte. Copy/paste your modif in your savegame at the good place and save your file (need a "special paste" in HexWorkshop. In overwrite mode if you copy and insert mode if you cut your bytes). Go to the game and load it. Ergsun-Timin is now reachable by orni. If you want to refill or upgrade the spice density of the area to harvest more spice. Edit the byte number 19. And write [0xFF]. Want water? Edit the last byte etc. Inventory is a not really complicated. Convert the desired amount of stuff you want in hexa and fill the byte position shown in reference table. You can add weapon to harkonnen Fort, but you'll had to edit the troop structure to be usable by them ( -- HAVE TO BE CONFIRMED). If you find more result in the search of the sietch's heading, you can use more byte of my table. Generally, 8 bytes will take you to success; Or you can find another sietch and count bytes if you are experienced. SPICE CHEAT - Temporary little credit or Cresus wealth In the savefile submitted, spice's amount is located on the offset d5595. 8 bytes before Harkonnens amount. For your savegame ,click on DUNE MAP ingame & look the Arrakis globe and click on SEE RESULT. Watch the Harkonnens spice production. Divide by 10 the value and convert this decimal value in hexa short byte (Intel order). And find it in your savegame file.In my file, it's located offset d5995. The Atreides amount is located 8 bytes before this offset. Considering the deflating byte [0xF7], you can find it's good location. Spice structure in my savegame file is as shown: [0xF780008601]. The solution is to split the deflating bytes into 2 deflating blocs surrounding the modified converted Atreides spice amount . Exemple: I want add 10000Kg to my empty starting stock. d1000 = hE803. After translation this gives me [0xF77800E803F706008601] F77800 = [0x78] that to say 120 bytes zeros filled E803 = Atreides spice amount (10x1000 Kg, [h03E8]) F70600 = [0x06] that to say 6 bytes zeros filled 8601 = Harkonnens spice amount (10x390 Kg, [h0186]) 120 bytes zeros filled + 2 bytes Atreides spice amount + 6 bytes zeros filled = 128 bytes that to say h80 of the original deflating bloc [0xF78000]. I don't know if it changes the game's progress to make Harkonnen richer... CONTACT DISTANCE CHEAT For me, I simply find [0x0100FF] at offset d9600. [0x0100FF] was present only one time in my starting savegame file. TROOP CHEATS Troop structure begin at the end of sietch structure. Each troop begin by Troop ID are 27 bytes long (decompacted). Here is the listing of the early troop structure deflating byte [0xF7] free. TroopID Sietch of origin A B C D E F G H I J K L M N O P Troop 01: Carthag-Tuek 01 00 01 80 5002 55260A00 0000000000000000 42 00 00 1C 0A 0A 00 00 BE Troop 02: Carthag-Harg 02 00 01 80 6C02 0221EDFF 0000000000000000 02 00 00 1A 14 3C 00 00 D0 Troop 03: Carthag-Timin 03 00 01 80 3402 4E25FCFF 0000000000000000 02 00 00 10 0E 00 00 00 28 Troop 04: Habbanya-Timin 04 00 01 80 6803 472C1800 0000000000000000 84 00 00 28 0C 0A 16 00 F3 Troop 05: Tuono-Tabr 05 00 01 80 A402 12330800 0000000000000000 03 00 00 1E 0E 0A 1A 00 AE Troop 06: Habbanya-Tuek 06 00 01 80 8403 B1312300 0000000000000000 84 00 00 1A 14 0A 1E 00 96 Troop 07: Habbanya-Tabr 07 00 01 80 4C03 C7313000 0000000000000000 84 00 00 16 00 0A 14 00 C9 Troop 08: Carthag-Tabr 08 00 01 80 1802 7031EBFF 0000000000000000 02 00 00 1F 0B 16 18 00 88 Troop 09: Tuono-Tuek 09 00 01 80 DC02 2F4DFCFF 0000000000000000 03 00 00 19 04 0B 1A 00 EB Troop 0A: Habbanya-Clam 0A 00 01 80 BC03 D10F4600 0000000000000000 84 00 00 17 0C 11 11 00 FC Troop 0B: Oxtyn-Timin 0B 00 01 80 F403 52==1E00 0000000000000000 85 00 00 13 0C 1F 08 00 F1 Troop 0C: Oxtyn-Tuek 0C 00 01 80 1004 A8E60A00 0000000000000000 85 00 00 0C 05 01 1D 00 86 Troop 0D: Tsympo-Harg 0D 00 01 80 B804 27E2F0FF 0000000000000000 46 00 00 17 16 0B 16 00 D5 Troop 0E: Ergsun-Clam 0E 00 01 80 4006 70B1EBFF 0000000000000000 48 00 00 15 0C 1D 16 00 60 Troop 0F: Ergsun-Timin 0F 00 01 80 EC05 7FC4E8FF 0000000000000000 48 00 00 14 1C 0B 03 00 EB Troop 10: Ergsun-Tuek 10 00 01 80 0806 7496DEFF 0000000000000000 08 00 00 1F 0B 1C 06 00 7B Troop 11: Ergsun-Tabr 11 00 01 80 D005 61B8DCFF 0000000000000000 08 00 00 27 09 1F 00 00 6B Troop 12: Ergsun-Harg 12 00 01 80 2406 C6A7E2FF 0000000000000000 08 00 00 11 13 0A 12 00 D6 Troop 13: Haga-Tabr 13 00 01 80 7806 E26AF1FF 0000000000000000 49 00 00 17 0C 1D 03 00 ED Troop 14: Haga-Timin 14 00 01 80 9406 3285F6FF 0000000000000000 49 00 00 16 0D 01 16 00 42 Troop 15: Celimyn-Tabr 15 00 01 80 3808 B65D2400 0000000000000000 8C 00 00 06 0A 0B 19 00 AC Troop 16: Celimyn-Timin 16 00 01 80 5408 93713100 0000000000000000 8C 00 00 0F 01 16 06 00 EC Troop 17: Sihaya-Tabr 17 00 01 80 9007 4C911800 0000000000000000 8B 00 00 15 01 13 1E 00 4C Troop 18: Sihaya-Harg 18 00 01 80 E407 A2BB1F00 0000000000000000 8B 00 00 08 08 0A 13 00 9B Troop 19: Sihaya-Timin 19 00 01 80 AC07 F3BC2F00 0000000000000000 8B 00 00 10 15 06 1F 00 DE Troop 1A: Celimyn-Harg 1A 00 01 80 8C08 00C04700 0000000000000000 8C 00 00 1F 0D 04 0D 00 94 Troop 1B: Arrakeen-Tsymyn(Fort) 1B 1C 09 8C C401 0A33D9FF 0000000000009000 01 00 00 50 1E 50 06 38 B4 Troop 1C: 1C 1D 0A 8C C401 0A33D9FF 0000000000009000 01 00 00 50 1E 50 17 38 B4 Troop 1D: 1D 00 0B 8C C401 0A33D9FF 0000000000009000 01 00 00 50 1E 50 0B 38 B4 Troop 1E: Arrakeen-Timin (Fort) 1E 1F 09 8C 5401 383ED0FF 0000000000009000 01 00 00 46 1E 50 05 3C B4 Troop 1F: 1F 20 0A 8C 5401 383ED0FF 0000000000009000 01 00 00 46 1E 50 02 38 B4 Troop 20: 20 00 0B 8C 5401 383ED0FF 0000000000009000 01 00 00 46 1E 50 1E 3C B4 Troop 21: Arrakeen-Clam (Fort) 21 22 09 8C A801 D026D5FF 0000000000009000 01 00 00 50 1E 50 18 38 B4 Troop 22: 22 23 0A 8C A801 D026D5FF 0000000000009000 01 00 00 3C 1E 50 1C 38 B4 Troop 23: 23 00 0B 8C A801 D026D5FF 0000000000009000 01 00 00 50 1E 50 0F 30 B4 Troop 24: Arrakeen-Harg (Fort) 24 25 09 8C 8C01 371BE0FF 0000000000009000 01 00 00 28 1E 50 00 18 B6 Troop 25: 25 26 0A 8C 8C01 371BE0FF 0000000000009000 01 00 00 28 1E 50 02 10 B6 Troop 26: 26 00 0B 8C 8C01 371BE0FF 0000000000009000 01 00 00 28 1E 50 0F 10 B6 Troop 27: Arrakeen-Siet (Fort) 27 28 09 8C E001 8916CFFF 0000000000009000 01 00 00 3C 1E 50 1E 18 B9 Troop 28: 28 00 0A 8C E001 8916CFFF 0000000000009000 01 00 00 32 1E 50 1D 18 BE Troop 29: Arrakeen-Tabr (Fort) 29 2A 09 8C 3801 FE2ACAFF 0000000000009000 01 00 00 46 1E 50 0A 3C BE Troop 2A: 2A 2B 0A 8C 3801 FE2ACAFF 0000000000009000 01 00 00 46 1E 50 03 38 BE Troop 2B: 2B 00 0B 8C 3801 FE2ACAFF 0000000000009000 01 00 00 46 1E 50 1B 3C BE Troop 2C: Tsympo-Tabr (Fort) 2C 2D 09 8C 6404 F307D8FF 0000000000009000 06 00 00 50 1E 50 1B 10 B9 Troop 2D: 2D 2E 0A 8C 6404 F307D8FF 0000000000009000 06 00 00 50 1E 50 13 10 B9 Troop 2E: 2E 00 0B 8C 6404 F307D8FF 0000000000009000 06 00 00 50 1E 50 18 10 B9 Troop 2F: Tsympo-Timin (Fort) 2F 30 09 8C 8004 F0F0DDFF 0000000000009000 06 00 00 0A 1E 46 12 30 BC Troop 30: 30 31 0A 8C 8004 F0F0DDFF 0000000000009000 06 00 00 11 1E 45 0F 10 BC Troop 31: 31 00 0B 8C 8004 F0F0DDFF 0000000000009000 06 00 00 14 1E 41 1F 10 BC Troop 32: Tsympo-Clam (Fort) 32 33 09 8C D404 29F9CAFF 0000000000009000 06 00 00 19 1E 30 07 18 BC Troop 33: 33 00 0A 8C D404 29F9CAFF 0000000000009000 06 00 00 19 1E 3A 16 18 BC Troop 34: Tsympo-Siet (Fort) 34 00 09 8C 0C05 4618C4FF 0000000000009000 06 00 00 46 1E 50 04 38 B9 Troop 35: Arrakeen-Tuek (Fort) 35 00 09 8C 7001 9627BDFF 0000000000009000 01 00 00 5A 1E 5A 09 1C B4 Troop 36: Tsympo-Pyort (Fort) 36 00 09 8C 4405 CC0CB7FF 0000000000009000 06 00 00 28 1E 50 0D 18 B4 Troop 37: Bledan-Tabr (Fort) 37 38 09 8C 6005 00E0C1FF 0000000000009000 07 00 00 0C 1E 22 02 30 B4 Troop 38: 38 00 0A 8C 6005 00E0C1FF 0000000000009000 07 00 00 0C 1E 22 17 30 B4 Troop 39: Bledan-Timin (Fort) 39 00 09 8C 7C05 E3D8D0FF 0000000000009000 07 00 00 0A 1E 22 00 30 B4 Troop 3A: Bledan-Harg (Fort) 3A 00 09 8C B405 6CC5C5FF 0000000000009000 07 00 00 0A 1E 10 1F 30 B4 Troop 3B: Bledan-Tuek (Fort) 3B 00 09 8C 9805 4FADC3FF 0000000000009000 07 00 00 0A 1E 0A 10 30 B4 Troop 3C: Haga-Siet (Fort) 3C 00 09 8C 2007 BE7CC5FF 0000000000009000 09 00 00 50 1E 50 0F 10 B4 Troop 3D: Haga-Tsymyn (Fort) 3D 00 09 8C 0407 1467C3FF 0000000000009000 09 00 00 63 1E 50 15 3C B4 Troop 3E: Haga-Clam (Fort) 3E 00 09 8C E806 E368D0FF 0000000000009000 09 00 00 3C 1E 50 16 18 B4 Troop 3F: Haga-Harg (Fort) 3F 40 09 8C CC06 185CDAFF 0000000000009000 09 00 00 46 1E 50 10 38 B4 Troop 40: 40 41 0A 8C CC06 185CDAFF 0000000000009000 09 00 00 46 1E 50 1E 08 B4 Troop 41: 41 00 0B 8C CC06 185CDAFF 0000000000009000 09 00 00 46 1E 50 16 30 B4 Troop 42: Haga-Tuek (Fort) 42 00 09 8C B006 0070E1FF 0000000000009000 09 00 00 32 1E 50 14 18 B4 Troop 43: Arrakeen (Harkonnen) 43 00 09 8C 1C01 CF3AC2FF 0000000000009000 01 00 00 08 1E 5F 14 38 0A TroopID Sietch of origin A B C D E F G H I J K L M N O P Descriptions of the columns: A: [Troop ID] B: [Next Troop ID] C: [Position] D: [Job] E: 2 unknown bytes - Same for each Troop wich stay in same sietches F: [GPS location] G: 8 unknown bytes - related to troop activities H: [Dissatisfaction] - For some bytes, troop refuse to work ([0xFF] by exemple). I: [speech] J: [Miss you MSG] - can't find absence period K: [Motivation] L: [spice skill] M: [Army skill] N: [Ecology skill] O: [Equipment] P: [Population] A: [Troop ID] Troop ID [0x01] is the troop you first meet together with Gurney Hallek in Carthag-Tuek. Troop ID [0x03] is the spice prospector troop. B: [Next Troop ID] Refers to the next troopid in this sietch. [0x00] means that it's the last troop in this sietch. C: [Position] Troop's position on the map around the sietch. [0x01] = South of the siecth [0x02] = South East of the siecth [0x03] = South West of the siecth [0x04] = East of the siecth [0x05] = West of the siecth [0x06] = North East of the siecth [0x07] = North West of the siecth [0x08] = North of the siecth [0x00] & [0x09]->[0xFF] = Various positions on top of the sietch D: [Job] [0x00] = Spice mining [0x01] = Spice prospecting [0x02] = Waiting orders [0x03] = Spice miners going to search equipment [0x04] = Military training [0x05] = Espionage [0x06] = Attacking [0x07] = Militaries going to search equipment [0x08] = Irrigation & Tree care [0x09] = Wind-trap assembly [0x0A] = Bulb growing [0x0B] = Ecologists going to search equipment [0x0C] = Blue harkonnen spice mining [0x0D] = Blue harkonnen prospecting [0x0E] = Blue harkonnen waiting orders [0x0F] = Blue harkonnen spice miners going to search equipment [0x10]->[0x1F] = Upper jobs finished [0x1F] = Blue harkonnen militaries going to search equipment (CD: 150K/sec in text ^^) [0x20] = Spice mining - No more orders to give [0x21] = Troop prospecting captured - No more orders to give [0x22] = Troop apologize for been captured [0x23] = Spice miners going to search a spice harvester - No more orders to give ... nearly like [0x00]->[0x0F] upper list jobs [0x40]->[0x7F] = Moving to another place [0x80]->[0x9F] = Not yet hired [0xA0]->[0xFF] = Complain about slaving by harkonnen F: [GPS location] Refer to an unknown localization system of the sietch occupied currently. (See. SIETCH - B: [GPS Location]) I: [speech] [0x01] = ? [0x02] = Gives the message that a small troop has merged with this troop [0x04] = Troop is ill [0x08] = ? [0x10] = Gives the message that a fortress has been transformed into a sietch [0x20] = Spice skill showing in troop characteristics [0x40] = Army skill showing in troop characteristics [0x80] = Ecology skill showing in troop characteristics K: [Motivation] 100% motivation would be saved as [0x64] in the save file. [0x64]->[0xFF] always display 100% score motivation. L & M & N: [spice skill] & [Army skill] & [Ecology skill] Skills range from [0x00] to [0x5F], where [0x5F] is expert O: [Equipment] P: [Population] Divide the troop size by 10, then convert to hexadecimal. For 2550 fremen in the troop, write [0xFF] in the savegame file at this offset.
  4. John2022

    Dune full map!

    Hi, OK... I've got few map to post here, exclusive to your website. It seems yes, but definition are ugly. See attached file instead plz. I propose you, complete map of spice fiefs, with and without spice density of all zone at the beginning of the game, prospected and non prospected to respect people who don't want to cheat. These ones can be used to find sietch by orni travel; unfortunately, I didn't managed to modify my game to withdraw the "simulated scanner" on the orni map (green grid you know?). I use Multi Ex Commander and UNHSQ.EXE + CWSDPMI.EXE on the MAP.HSQ & MAP2.HSQ without usefully result.So I abandonned to find this scanner green grid. I propose you a slightly modified map found on wiki4game.com spoke in my precedent post. Corrected, arranged, reduced. Finally, I proposed you an illustrated map of the globe of Arrakis. It's a little whim of mine. I'm just waiting the answer of an infographist friend. It can be seen as ugly but I don't care, I'm not an emo obsessed with aesthetics... This one interests me particularly because I plan to report all troops who live in sietches w/wo base motivation & counting, the inventory of all sietches, and other info like the way to find sietches (simple travel, fremen instruction or what else), wind-trap presence etc (?). I have cheated a lot to find these informations and plan to use this method; cause I 've got a REALLY early savegame at my disposal, Day 1 7h30AM. So, the game's world is "as is". By the way, it make me learning technics and knowledge in order to post a hexa-cheat guide later. Cheers, John2022 Dune_maps.zip
  5. John2022

    Dune full map!

    Hi, By Hex editing a savegame file, I found 70 locations: 6 villages & 2 palaces and... 62 (!) sietchs. Don't know what 's doing in the game. Edit: Now, I know. That's Tsympo-Harg sietch, localised here. Tsympo-Harg I'll post my job, based on wiki4games.com/Dune in this topic, to continu the pascal89's job with sietch cheats. Even Rymoah hasn't find it and one or 2 locations Celimyn-Tuek in his DuneGuide (in italian :( ). This sietch is localised south of Tuono-Timin. Crossing the meridian of it and on the parallel (latitude) between both Habbanya-Tuek & Habbanya-Tabr). I'll try to do a map with the spice density map. There's a lot of interesting things to do with the 28bytes per sietch... It's even possible to make a trainer to refill the spice density of a area, modifying it's equipement etc :P It'll take me a little time to complete my research. I hope I could find help there. Edit: In the wait, this is my customised map from wiki4games.com Edit2: And there, it's my corrected, non customised map of Dune from wiki4game.com. I'll post a bunch of different map soon. Hope you 'll like it. See ya' John2022
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